Tatum

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  1. Hmmmm so the tank I use to farm doesnt even get an honerable mention =( I farm BM +3x8 with my Ice/Fire tank. Easily capped defense, endless endurance, and Fire's Combust/FSC/Fireball AoE combo. I must be doing it wrong.....
  2. Our play styles may differ a bit. I do play very close to how you outlined when on a decent steamrolling team. I do tend to play at strange hours sometimes and team make up's can be far less than ideal. I do like leading PuG's and I tend to take the Alpha roll more often than I'd even like (Fraidy-Cat brutes/scraps/tanks =P) Here i'll put my reasoning down on the items you listed and if you could elaborate on any of them I might be pesuaded to change a few things up.

    1) Caltrops is a awesome area denial tool. Caltrop+Ignite can completely close off doorways and pinch points. I've held gigantic ambushes at bay while the entire team recoups. I do feel this is a must slot to use correctly power. Out of the box its OK.....Slotted for dmg/slow (max out slow is key) it seriously screws with mob AI almost to the point 2 stacked patchs are uncrossable to some enemy types. I know late game their are more mob types that resist/immune to slow. It does work on longbow though =).

    2) I have played around with leadership pool and the team buffs are sweet but I'm being selfish here. I have plenty of +acc that tactics is not needed. Assault is nice but doesnt buff Mines/Ignite. Manuvers +Def buff does work out to be better then the Stealth +def but both powers end up being place holders for LotG +rchg. My build is currently at lvl26 I've pushed Tough back and grabbed Grant Invis and I must say I solo enough that I really do like having my FFG inv just in case I'm spotted while stealthing missions. 1 question here about Invisibility.... Yes i know its "Can only affect self" mode but the +defense is pretty high and I believe its unsuppressable even when spotted.

    3) Triage Beacon is totally on the chopping block.... I do like its +regen buff and it has saved my butt in the past. This is up for the axe for its power pick and its slots for AoE Web.

    4) I agree Trip Mines arent really "needed" and I'm pushing them back in the build. As a defender I will keep them. My Damage is lower than a Corrs and they help make up for it a bit.

    5) M30.....I cant rave about this power enough but as I outlined above briefly and have championed in many other threads. I use this not as a dmg power at all but a long range AoE taunt. It fits my play style and the "Thoomp" sound effect is just so perfect to start a fight or pull additional mobs into a already existing battle. Oh how I wish thier was a Targeted AoE Taunt Proc that fit here.

    6) Stealth is here to stack with +stealth IO (no superspeed). 3 extra LotG +rchg procs and as I said above the grant invis is comming in handy at the level I am right now.

    7) Mace Mastery AoE Web granade. I have this with my 50 AR/Trap Corr. I do like it....its looking like it will make it into this defender build also. One note for me personally though.....I hate its redraw....we deal with redraw a bunch already being AR. I wish Mace Mastery had Target Drone instead of its other accuracy power.

    8) Flamethrower......Now on my lvl50 AR/Trap Corr, on fast moving steamroll teams, by the time I drop traps and Full Auto the rest of the team is cleaning up. Now with this toon being a Defender its dmg will be even lower and if I do choose to toe-bomb, forget it, there simply wont be enough time to get this power off before the mob is dead. So heres another possible removal. Off the top of my head considering I've been soloing quite a bit of the new content and morality missions: Slug or Snipe would be nice to have.



    ......any more thoughts?
  3. This is my final draft of my 1st Going Rogue character. I went for max recharge for pure trap satisfaction. I use M30 granade launcher as a long distance pull tool to bring "extra" mobs into an already set up trap ( I trap normally ie. Open with seekers/poison/mortars ). I've flipped flopped back and forth on taking Superspeed but I think I've finally made up my mind to skip it and just make due with NinjaRun/swift/hurdle/sprint. I'd still love to hear any and all opinion's or suggestion's. Only thing I think I could skip/replace would be Triage Beacon but I do like it and it seems to help. FYI this is my 3rd Trapper and I have a lvl50 AR/Trap Corr already.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DoorKnocker: Level 50 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Caltrops -- P'ngTtl-Dmg/Slow(A), TmpRdns-Dmg/Slow(3), TmpRdns-Rng/Slow(3), P'ngTtl--Rchg%(5), RechRdx-I(5), RechRdx-I(7)
    Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/Rchg(15), Decim-Dmg/EndRdx(29), Decim-Acc/Dmg/Rchg(48)
    Level 2: Web Grenade -- GravAnch-Immob(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(11)
    Level 4: Buckshot -- Posi-Dmg/Rng(A), Posi-Acc/Dmg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), FrcFbk-Rechg%(17)
    Level 6: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-DefDeb/EndRdx/Rchg(23), Achilles-DefDeb/Rchg(25), Achilles-ResDeb%(25)
    Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Krma-ResKB(29)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 12: Poison Trap -- UbrkCons-Hold/Rchg(A), GladNet-Rchg/Hold(21), Lock-Rchg/Hold(23), Lock-%Hold(31), BasGaze-Slow%(31)
    Level 14: Swift -- Run-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31)
    Level 22: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(37), Cloud-Acc/EndRdx/Rchg(39), Cloud-ToHitDeb/EndRdx/Rchg(39)
    Level 24: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33), GA-3defTpProc(33)
    Level 26: Trip Mine -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/Rchg(34), Armgdn-Dmg(34), Armgdn-Dam%(34)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), Ksmt-ToHit+(37), Krma-ResKB(37)
    Level 30: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(39), Mrcl-Heal/Rchg(40), H'zdH-Heal/Rchg(46)
    Level 32: M30 Grenade -- Range-I(A), Range-I(45)
    Level 35: Ignite -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg(40), Ragnrk-Dmg/Rchg(42), Ragnrk-Knock%(42), Acc-I(42)
    Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45), RechRdx-I(45)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
    Level 44: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 4.5% DamageBuff(Smashing)
    • 4.5% DamageBuff(Lethal)
    • 4.5% DamageBuff(Fire)
    • 4.5% DamageBuff(Cold)
    • 4.5% DamageBuff(Energy)
    • 4.5% DamageBuff(Negative)
    • 4.5% DamageBuff(Toxic)
    • 4.5% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 7.25% Defense(Fire)
    • 7.25% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Ranged)
    • 8.5% Defense(AoE)
    • 4.5% Max End
    • 92.5% Enhancement(RechargeTime)
    • 90% Enhancement(Accuracy)
    • 5% FlySpeed
    • 45.8 HP (4.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 7.75%
    • MezResist(Sleep) 7.75%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 25% (0.42 End/sec) Recovery
    • 30% (1.27 HP/sec) Regeneration
    • 12.3% Resistance(Fire)
    • 12.3% Resistance(Cold)
    • 5% RunSpeed



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  4. Tatum

    Mids' for I18

    Thanks =) Happy Panda now...
  5. Tatum

    Mids' for I18

    Blah CoX just went down for maint so I figured hey I'll play with Mids for a few hours. Booted Mids up and low and behold "Mid's 1.803" is available. But now I'm getting a user-defined breakpoint error and I can't boot Mids =( sad panda.....
  6. Crawls, I see you did Proc your acid mortar with the -resistance. This is a real gem personally I'd looking into adding 2 slots to your Poison Trap and spending the money on the Lockdown +2mag Hold proc and Slow IO Set -recharge slow proc. They really do help since Poison trap is hitting so many targets in such a large area.
  7. Quote:
    Originally Posted by anonymoose View Post
    Once you have seeker drones you no longer need "pull" tactics.

    Summon drones on the edge of the group.
    While the group is wasting their alpha on the drones, run into middle of group.
    Lay down un-interuptable poison gas trap for AoE hold goodness.
    Lay down un-interuptable acid mortar while the group is barfing.
    Go to town with whatever attacks are appropriate, or toebomb trip mines.

    Try it, it looks suicidal but is perfectly safe and you'll clear mobs much quicker. It also makes you a much more effective team player.

    I'm a very Proactive Trapper and I find myself being the team leader/alpha fight starter most the time. I find myself in this situation often enough to keep my superlong distance pull tool (M80 Launcher). Say my team is beating down a full mob of +3's and +4 baddies. Unless the team make up is spot on. These fights tend to go a bit slower. I already have multiple Caltrop patchs down defining the battle area, 2 acid mortars Pooot, Poooting away rounds, and 2 triage beacons buffing Regen. I'll zip over around the next corner and fire off my M80 into the next mob zip back drop a new Poison trap and wait for the 2nd mob to run head first into a world of hurt. On office and other indoor (non-cave) maps I find tons of oppertunitys to draw 2, 3, even 4 mobs into a single battle spot. Mind you this is done with out the team ever having to "wait" for me to set up.
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  9. Quote:
    Originally Posted by Crawls on Dungeon Floor View Post
    Heh, for pulling mobs I use a slug on one guy in the middle, and a burst on a guy in the back of a mob. usually aggroes the whole group. The only specific questions I have are these: first of all, can Acid Mortar stack? Looking at my numbers above baddies' heads, it doesnt seem like they get any higher with each acid shell. Also, Im not quite sure on the mechanics of poison trap. in the info, it says one max target, that lasts 10 seconds. however I see it hitting entire groups, and lasting beyond ten seconds. could you clear that up for me? thanks. and any general tips would be appreciated

    Acid Mortar once it hits the debuff is active. Where it stacks is when you build for high +recharge and than you can get 2 Mortars out at a time that will stack debuffs. Poison Trap......ya its a bit confusing. I have my Corr build slotted for hold/recharge and Proc dmg. My defender build I tried out the -recharge proc and the +Mag2hold Proc. I'd go with that 2nd one as I will eventully respec my Corr that way also.

    Here is my planned Trap/AR Defender Build once Going Rogue goes live. Its pricey but I think its worth it for the amount of fun I have playing Traps. Note I selected "Power Mastery" as a place holder. I have 7 slots left to spend as this build stands for those 3 power choices. With Going Rogue I'll be taking my Defender to the darkside and using the Black Scorp PPP not the Heroes APP powers. Scorpion Shield should cap me to Smash/Leathel/energy defense. I always carry purple insps in my tray for backup when I'm debuffed.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DoorKnocker: Level 48 Technology Defender
    Primary Power Set: Traps
    Secondary Power Set: Assault Rifle
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Caltrops -- P'ngTtl-Dmg/Slow(A), TmpRdns-Dmg/Slow(13), TmpRdns-Rng/Slow(15), P'ngTtl--Rchg%(15), RechRdx-I(17), RechRdx-I(17)
    Level 1: Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), Achilles-ResDeb%(23)
    Level 2: Web Grenade -- GravAnch-Acc/Rchg(A), GravAnch-Immob(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Immob/Rchg(5), GravAnch-Immob/EndRdx(13)
    Level 4: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(5)
    Level 6: Acid Mortar -- ShldBrk-Acc/DefDeb(A), AnWeak-Acc/DefDeb(7), AnWeak-Acc/Rchg(7), RechRdx-I(23), RechRdx-I(25), Achilles-ResDeb%(25)
    Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def/EndRdx(11), Krma-ResKB(11)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 12: Poison Trap -- BasGaze-Rchg/Hold(A), Lock-Rchg/Hold(33), UbrkCons-Hold/Rchg(33), Lock-%Hold(33), BasGaze-Slow%(34), BasGaze-EndRdx/Rchg/Hold(34)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(34)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(29)
    Level 22: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(42), Cloud-Acc/EndRdx/Rchg(42), Cloud-ToHitDeb(43)
    Level 24: M30 Grenade -- Range-I(A), Range-I(29), Range-I(31)
    Level 26: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 28: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(45)
    Level 32: Stealth -- LkGmblr-Rchg+(A)
    Level 35: Ignite -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/Rchg(36), Ragnrk-Knock%(36), Ragnrk-Dmg(37), Posi-Acc/Dmg/EndRdx(37)
    Level 38: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(40)
    Level 41: Power Build Up -- Empty(A)
    Level 44: Temp Invulnerability -- Empty(A)
    Level 47: Force of Nature -- Empty(A)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
  10. I've got lots of advice and hints if you'd like to narrow it down with some questions I'll fire away at them. Traps/AR is a beast. I have a 50 AR/Trap Corr, currently leveling a Trap/Dark defender (lvl35), and soon as Going Rogue goes live I'll be doing a Trap/AR Defender because I love it so. In practice with AR and Traps my time in teams is spent setting traps quick as I can, Full Auto, Ignite, flamethrower that is all thats needed on teams. I do have the M80 Granade (slotted 3 Range only no Acc) its the most awesome pulling tool.....I mean your a trapper....Why pull 1 at a time you want the whole mob.